Oni
First Post
What with Eberron having been released and all I was looking back through my notes and stuff and found my own submission. Just thought it would be kind of interesting to post it up now, and maybe see if anyone else would follow suit. Looking back, I wonder what I was thinking.
Core Ethos Sentence.
In a world where the gods are no more, mighty heroes and legendary creatures guide the course of history, through strength and cunning.
Who are the heroes?
Anyone with the grit and determination to reach out and grab their destiny can be a hero on Üth. Be it a gnomish merchant from cosmopolitan Venagia, a downtrodden peasant farmer from xenophobic Thall, or a giant escaped from the slave pits of the Crystal Throne, all that matters is that they take their fates in their own hands.
What do they do?
The heroes of Üth spring from a multitude of motivations and pursue a diverse number of paths to those ends. Some crave fame and fortune, others desire excitement and adventure, and still others quest for knowledge or the promotion of a philosophy. To achieve these ends and more, they travel north to carve kingdoms from the snow swept lands of the barbarians, seek out reclusive old wizards in their musty spires, infiltrate foreboding temples perched atop great ziggurats in search of ancient treasures, cast off with daring merchant princes, and whatever other mad schemes of daring-do they can concoct.
Threats, Conflicts, Villains
War between human kingdoms looms on the horizon. Sinister powers pursue their mysterious agendas. Press gangs roam city streets looking for slaves to send south. Fell beast born of dark magic creep from the bowels of the planet. But most dire of all, the Cult of Kylek threatens to spread out across the face of Üth from their jungle nation, and awaken their strange god.
Nature of magic
Magic in the world of Üth is a mysterious matter. While there are few practitioners of magic, it is far fewer still that understand its true nature. Before recorded time the gods sacrificed themselves to imprison the alien deity Kylek in the planet. Divine magic draws on the essence that remains of the dead gods. Spirits and powerful creatures, such as the greatest of dragon kind, are able to grant spells to their mortal followers. Weaker spirits do so by bonding with a single mortal, while more powerful creatures can grant their spells to small groups of followers. Arcane magic on the other hand comes from a more sinister source. The Children of Kylek (Illithids) brought it to the races of Üth in secret; it is a manipulation of the awesome power the Sleeping God radiates even in its imprisonment. Because of the unnatural and alien nature of arcane magic the more one delves into its study the more it begins to take its toll. At first the changes are minor, but they are more evident in those who have devoted a lifetime to its study. Regardless of the source, magic-users on Üth are rare because those naturally talented are few and far between and most other people are not able to devote time to the tremendous amount of training needed. All but the most minor of magic items are jealously guarded status symbols, commissioned like the pieces of art they are.
What’s new? What’s different?
Üth is a world where nocturnal elves, all that remain of their kind from the Purge, struggle to find their place in the world. Where trolds, a servitor race created in the golden age, mine ever closer to things that were never meant to be uncovered. Where gnomish merchants control vast financial empires, and spread civilization to the four corners of Üth. Gentle giants, born of the strength of a dying god, live in harmony with the land, trying to stem the tide of encroaching towns. Man is at once one of the most powerful guiding forces on Üth, and one of the most dangerous. Races everywhere are both blessed and cursed with the birth of the spirit-touched. It is a world without divine protection, its fate rest squarely on the backs of mighty heroes and dastardly villains.

Core Ethos Sentence.
In a world where the gods are no more, mighty heroes and legendary creatures guide the course of history, through strength and cunning.
Who are the heroes?
Anyone with the grit and determination to reach out and grab their destiny can be a hero on Üth. Be it a gnomish merchant from cosmopolitan Venagia, a downtrodden peasant farmer from xenophobic Thall, or a giant escaped from the slave pits of the Crystal Throne, all that matters is that they take their fates in their own hands.
What do they do?
The heroes of Üth spring from a multitude of motivations and pursue a diverse number of paths to those ends. Some crave fame and fortune, others desire excitement and adventure, and still others quest for knowledge or the promotion of a philosophy. To achieve these ends and more, they travel north to carve kingdoms from the snow swept lands of the barbarians, seek out reclusive old wizards in their musty spires, infiltrate foreboding temples perched atop great ziggurats in search of ancient treasures, cast off with daring merchant princes, and whatever other mad schemes of daring-do they can concoct.
Threats, Conflicts, Villains
War between human kingdoms looms on the horizon. Sinister powers pursue their mysterious agendas. Press gangs roam city streets looking for slaves to send south. Fell beast born of dark magic creep from the bowels of the planet. But most dire of all, the Cult of Kylek threatens to spread out across the face of Üth from their jungle nation, and awaken their strange god.
Nature of magic
Magic in the world of Üth is a mysterious matter. While there are few practitioners of magic, it is far fewer still that understand its true nature. Before recorded time the gods sacrificed themselves to imprison the alien deity Kylek in the planet. Divine magic draws on the essence that remains of the dead gods. Spirits and powerful creatures, such as the greatest of dragon kind, are able to grant spells to their mortal followers. Weaker spirits do so by bonding with a single mortal, while more powerful creatures can grant their spells to small groups of followers. Arcane magic on the other hand comes from a more sinister source. The Children of Kylek (Illithids) brought it to the races of Üth in secret; it is a manipulation of the awesome power the Sleeping God radiates even in its imprisonment. Because of the unnatural and alien nature of arcane magic the more one delves into its study the more it begins to take its toll. At first the changes are minor, but they are more evident in those who have devoted a lifetime to its study. Regardless of the source, magic-users on Üth are rare because those naturally talented are few and far between and most other people are not able to devote time to the tremendous amount of training needed. All but the most minor of magic items are jealously guarded status symbols, commissioned like the pieces of art they are.
What’s new? What’s different?
Üth is a world where nocturnal elves, all that remain of their kind from the Purge, struggle to find their place in the world. Where trolds, a servitor race created in the golden age, mine ever closer to things that were never meant to be uncovered. Where gnomish merchants control vast financial empires, and spread civilization to the four corners of Üth. Gentle giants, born of the strength of a dying god, live in harmony with the land, trying to stem the tide of encroaching towns. Man is at once one of the most powerful guiding forces on Üth, and one of the most dangerous. Races everywhere are both blessed and cursed with the birth of the spirit-touched. It is a world without divine protection, its fate rest squarely on the backs of mighty heroes and dastardly villains.